Each round will be 13 weeks. This pace requires rate of
approximately one card play per day (12 Turns x 6 Card plays = 72 days).
Players who cannot commit to this pace of play should not ask to
participate in the tournament.If a game is not resolved by the deadline date, one or both player will be
forfeited. If either player in question can be identified as the more
guilty party (the slower player), then his opponent will be declared the
winner, regardless of the positions on the game's board. Such decisions are
final. See 3.6 below.

2.3.No Byes

There will be no byes. If there are an odd number of players
total for any round, then the lowest rated player or random unseeded player
with the lowest score will play an "eliminator" assigned by the
GM. If there are three players remaining in
the tournament.Each player will
play each other player (two simultaneous games).

2.4.Scenario

All rounds will use
the full campaign games. Detailed rules will be covered in the scenario
section.

2.5.Seeding

Matches will be seeded in each bracket according to AREA
ranking. (winners bracket and 1 loss
bracket). With the exception is the players have already played each
other thsi tournament.

2.6.On-line/Email Play

The game will be played via ACTS (http://acts.warhorsesim.com/index.asp). All card play,
messages, and die rolling will go through here - no exceptions. Players may
exchange game files via Cyberboard or other aid,
but this is not required. In sending messages, players must be as
EXPLICIT as possible when describing a move. Players may decide on the
protocol they will use in their messages, with the default being the
complete spelling out of everything (spaces, units). All games will be
set-up by the GM prior to starting the round.

READ ACTS USAGE PROCEDURES ON ACTS TAB!

2.7.Reporting

After each game is complete, the winner must
report back to the GM with results, please copy the losing player and
include the final turn, VP count and bid.

3.Scenario (The campaign game will be used for all rounds)

3.1.Rules

The most current
rules and card texts available at the start of each round will be used,
with required tournament rules below.Current rules can be found on Consim World
http://talk.consimworld.com/WebX?14@482.V0HOdH2ifuF.0@.ee6fed6. Rounds will be
conducted using the latest rules version 1.02 date [2-11-10].
Rules changes between rounds will not affect games in progress, obviously
clarifications and rulings do apply.

3.2. Note on discards: The Axis player discards cards first during the
end of the turn.

3.3.Required Rules for Tournament

* No optional rules apply unless listed here (or mutually
agreed upon by both players, prior to determination of sides).

* Alternate
Malta:Play
of Hercules gives the Axis +1 Victory Point.Malta Victorious gives the
Allies no victory points. The other benefits and penalties of each Event
remain the same.

Players roll randomly roll to see who gets the first
bid.The first player will select a
side and an initial bid of VPs.The
second player can either accept the bid or bid higher. If the second player
bids higher then the option is passed back to the
initial bidder who can then accept the bid or bid higher again. This will
continue until one player accepts the bid of another.VPs are applied during the victory
determination phase of winter 1942 (i.e. after the action phase).Side Set-up: When the final bid is
determined, please email the GM with the final bid and side
selection. The GM will then modify the ACTS game if necessary to switch the
German and Allied players around – as soon as the sides in ACTS are
correct, the game may begin. Note: You can bid zero for a side. Then the
second player must either accept or bid 1.

3.5.Rules Disputes

Any rules disputes will be adjudicated by the GM.In the case of games involving the GM,
assistant GMs will make the final decision.

3.6.Round Expires

1) If you think you will not be able to finish...if the
victor is obviously the opponent should resign...if one player has been
much slower than the other he should resign. Players are encouraged
to work this out amongst themselves first before requiring the GM to
intervene. Send your decision to me.

2) If I have received no results by midnight I will decide
to forfeit one or both players. If one players
has been clearly and significantly slower he will be forfeited. If
both player appears to have been about the same,
then both players will be forfeited.